Despite a short delay, Baby Steps is still approaching its launch window at a much faster pace than its protagonist would initially be able to walk. The wacky walking simulator challenges players to maneuver across rugged, mountainous terrain using meticulously precise physics-based walking mechanics.
Game Rant recently spoke with two of Baby Steps‘ developers, Bennett Foddy and Maxi Boch. They explained how the focus on the game’s intricate movement mechanics meant they didn’t want to overload it with other systems and mechanics, as the team hopes that the strength of the gameplay will negate the need for unnecessary system bloat.
Baby Steps Was Never Planned to Be an Overly Complex Game
With a concept like Baby Steps, the developers quickly knew that the game couldn’t become bogged down with systems and mechanics. Most of the focus has rightfully been put on its walking mechanics, which have also been front and center of the game’s marketing. Even taking Baby Steps out of the equation, though, the developers are simply not interested in the idea of overloading any game with complex mechanics. Boch explained,
“We’ve known from the start that systems bloat is not this game, and an aesthetic that our team often finds tiresome.”
Baby Steps’ Core Gameplay is Rightly the Focus
As games have gotten bigger and technology has continued to evolve, there has been a tendency to match this larger scale with more complex mechanics and systems. It’s become fairly commonplace for open-world games to feature layers of RPG systems with differing results. Having more systems doesn’t always equate to a better gameplay experience, however, for the end user. In fact, Foddy thinks that if a game’s core mechanic is strong enough, it shouldn’t need anything else. He said,
“When you’re making an open-world game, there’s a huge temptation to add mechanics to help flesh out the space. You see that in nearly every big-budget game – gathering and crafting, resource management, map unlocks, quest chains, countable collectibles, fast-travel portals, traversal or skill upgrades, and on and on. We had a very clear sense that we believed the core gameplay was deep enough and enjoyable enough that we wouldn’t need to do any of that, and I think a huge amount of the game’s overall design flows from a strict refusal to pile up systems.”
The determination to streamline the experience is a testament to the faith the developers have in Baby Steps‘ concept, as well as the strength of its gameplay. There will be plenty of challenges available for those looking for them, with more complex walking routes readily available for those who stray off the beaten path. If the development trio can stick the landing, the game could turn out to be one of the more memorable indie games of 2025.

- Released
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September 23, 2025
- Developer(s)
-
Gabe Cuzzillo, Maxi Boch, Bennett Foddy
- Number of Players
-
Single-player
- Steam Deck Compatibility
-
Unknown
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